[Solved] Move along Normal
-
@driven you have a PM
-
@deaneau said:
a multi_comp move isnt the right word.
all polygons have a normal. could be in sketchup,too.Indeed, this can be done of faces too, as they have a normal.
The only problem is that when faces are connected, a Move would also extend its neighbour. But this can be overcome by a Copy / erase original.
I thought this could be done with JPP, with the option PushPul and NO-Border, but apparently there is a bug in JPP (it erases adjacent faces).
Fredo
-
@fredo6 said:
@deaneau said:
a multi_comp move isnt the right word.
all polygons have a normal. could be in sketchup,too.Indeed, this can be done of faces too, as they have a normal.
The only problem is that when faces are connected, a Move would also extend its neighbour. But this can be overcome by a Copy / erase original.
I thought this could be done with JPP, with the option PushPul and NO-Border, but apparently there is a bug in JPP (it erases adjacent faces). Note that it works if you keep the original faces and copy them at the given offset (options Thickening + NO-Border)
Fredo
-
Hi Dean
yes I know, that's not really what you are looking for and I probably embarrass myself
suggesting the following. If you have placed your windows on the walls, perhaps you can use
SkUp´s component's propertys in order to achieve your desired result - at least until there is
the technical solution you are looking for.By the way, I like the look and feel of your nightly church windows - somehow Christmas like.
-
Dean, I've been thinking about your 'problem' rather than your 'sought solution' [moving faces]...
to STOP the flickering caused by having two faces in the same space, just don't have two faces...
only use the original face and change the Material on a toggle...
I made a little script called night_n_day, it toggle the window material from 0.4 to 0.95 opacity...
here's a test on the UNMODIFIED model...
to run I open the model fresh, open Materials and 'eyedrop' on any window, load the script into 'Ruby Console' and type
night_n_day
to toggle opacity...it could be set to darken all the bricks, tile, stuco, etc... at the same time, or be trigger by a scene change...
I think moving geometry just over complicates a solution for your stated problem...
but, I've been wrong before...
john -
ok what i have do?
- select the windows glass
- select all with the same material
- group
4.copy & past in place
now i have two groups with the same place of the parts.
what i need is this like in the attachement
@Fredo you´re right. i must discconnect the polys from the main model before i can move along normal.
@HornOxx hm your idea is only a crompromise. however thank you for your idea.
@driven i the attachement i have explain the result.. the distance i have set to 20cm for a better visualization.
the churches in the picture above have two windows glasses per windows. on for day and one for night.
the day mesh will fade to dark and the night mesh will fade lighter.
this simulate light behind the windows..
-
but HOW are you switching them, you have no Layers, only a single Group and the same Material with both?
are you doing that outside of SU after this is done?
-
the game switch this.
in sketchup i build the day and night mesh insert this in a game and the game doing this..
this look like the churches
-
given your current workflow, adding code into frontface can work like this...
I set at 10mm and add a different material for 'select by color' grouping...
would this work for you?
-
hey cool this cold be a solution. question is, is this than a new object group? when not its better the plugin-in generate a new color what i have never had before. so i can choose this new generated polys by material and group this.
in your animation i cant see how it work for frontside polys (white).
Advertisement